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Author Topic: Make vehicles to move manually & changing the texture of the Videotable  (Read 844 times)

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Offline Lykurgos

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1. I am trying to move units without waypoints. I can already do it with soldiers (by using running animations), but moving vehicles remains a mystery.

One possible solution is to use a loop script that uses setpos command a hundred times per second, and adding each time a value of +0.01 for X-axis or Y-axis and then turn the vehicle with setdir command. Well, that doesnÂ't look quite good.

Is there any "natural" ways to move a vehicle? For example to force the driver to drive straight forward and then turning at some points?

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2. I have this Videotable object (that can be found under: Empty -> Objects -> Videotable) in one mission. The question is; how can I change its textures?

I de-pboed the Data3d.pbo file and found a file called televize.pac. Is this the right texture for the Videotable or not? The picture itself looks like containing just a TV set, not the table so IÂ'm not sure...

And secondly; is it actually possible at all to change its textures? The texture I want to use isnÂ't in a pbo file (I modified the televize.pac a little, but I didnÂ't put it back to the data3d.pbo, so the data3d.pbo remains untouched), but in the mission directory? Should I do something with description.ext?

Right now IÂ've got this modified televize.pac file in my mission directory, but nothing happens when I use the setobjecttexture command.

 ???
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Offline macguba

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1.  To simulate waypoints, combine doMove commands, triggers and gamelogics/markers.

Or use setDir and setVelocity for vehicles.   Not very natural though.
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Offline Tyger

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mesa don't know jack sh*t bout textureing and addons, but i believe you need 2 specify the obj tex number.
For example, if u hav da BAS Delta/Rangers 1.55 addons u know to change da unit patch u add this setObjTexture ["........",1] so maybe u should mess w/ dat.

a shot in da dark though
good luck, m8
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Offline h-

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I'm not going to go into the texture stuff too deeply, there's another forum for it here... ::)

But, you can't just change any texture with setObjectTexture.
Unless you edit the whole videotable model...

setObjectTexture needs a named selection in the 3D model on which the number in the setObjectTexture array ([number,"texturename"]) refers to...
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Offline Tyger

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told you i don't know sh*t bout texturing ;)
:beat: deserves to be shot :beat:

( :gunman: :beat: )
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Offline h-

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Quote
:beat: deserves to be shot :beat:
;D
Well, isn't that a bit too extreme... ::)

And I don't know much of testuring either, I just know something about the logic behind it (in OFP...)...
setObjectTexture actually has very little to do with actual texturing...
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Offline General Barron

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Ok, I've never used the 'setobjecttexture' command, and have no idea how it works; but I always had the impression that there were only certain textures on a model that you could modify (ones designated by the modeller). Are you saying that I can change ANY texture on ANY model, with a texture in my mission.pbo?!?! If so, that would be amazing, because you could basically retexture units/objects for one mission, and not have to make a whole new addon....

Please shed some light on this command, and then post a comment in the online com ref so others can learn too. :)
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Offline h-

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Quote
but I always had the impression that there were only certain textures on a model that you could modify (ones designated by the modeller)
Well... ->
Quote
setObjectTexture needs a named selection in the 3D model on which the number in the setObjectTexture array ([number,"texturename"]) refers to...
So... ->
Quote
I can change ANY texture on ANY model, with a texture in my mission.pbo?!?!
Nope.

::)
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Offline The-Architect

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Offline General Barron

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Okay, I guess I don't understand what you mean. So what models can you change textures on, and what textures can you change?
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Offline h-

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Sry, didn't mean to be offensive there... :-\

You can have some shape on the model that has a name like "example_selection", a 'named selection'.
In the config you have in the CfgModels
sections[] = {"example_selection"}
and then in the unit's/vehicle's class
hiddenSelections[]={"example_selection"}

Both of those are arrays and thus behave like one.
So if you would like to change that selections texture via setObjectTexture, you would use something like
vehicleName setObjectTexture [0,"newtexture"]
The 0 there points to the hiddenSelection array's first element... (don't mind the CgfModels part, it's just a technicality somebody would point out anyhow...)

Now, the named selections in the hiddenSelection array are invisible and usaeable by setObjectTexture.
If you take a look at the BIS regular soldier class (like soldierWB) you'll see that the class has hiddenSelections[]={"medic"} which is the arm patch where medic has the red cross. And if you take a look at the medic's class, it has hiddenSelections[]={} so the arm patch selection ("medic") is visible on that model only.

The patch has a texture on the model, but as it's in the hiddenSelections array it is not shown and so the texture does not show, but as far as I know you should be able to set the arm patch texture on a regular BIS soldier (for example) by using that unit setObjectTexture [0,"mytexture"]

So the point I'm desperately trying to get at is that afaik all vehicles/units/objects that have hiddenSelections array defined (and of course corresponding named selections on the model) should be able to use the setObjectTexture...

Somebody please correct me if I'm wrong... :-X
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Offline The-Architect

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There may well be more hidden selections on stuff, but the Video Table? I doubt it. There's not really anything to it.
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Offline General Barron

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@HateR_Kint,

Thanks for the info, this is really good stuff I never knew. I have a little experience dealing with configs and the default soldier model, so I remember seeing the part about the medic's armband. Now, to clear things up; since the 'hidden selections' of the MEDIC is empty, does that mean that you couldn't set the texture of the medic's armband, even though the selection is still in the 'sections' part of the config? Because looking at the sections in the cfgModels, I see that for "man", there are a lot more sections, like their injuries, their head, etc. Are these 'untouchable', since they aren't defined in the 'hidden selections' part? If they can be changed via the setobjecttexture command, what would their "index" be?
« Last Edit: 24 Sep 2004, 20:00:02 by General Barron »
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RonMcAsskick

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thats right they are untouchable, i recently commented on the setobjecttexturethread below.  Only hidden selections are usable and their default state is to not be visible, it is th setobjecttexture command that gives them texture so they appear.

I saw the real potential too.  The trick is to either be or know a model editor and work wih them to make an addon you can script to appear how you want.  We used this at nightstalker on the upcoming US Deltas to assign each model you create in the editor a blood type and display it as a patch on the arm.  this means every time a mission is played with them the soldiers may look different.

It holds great promise and I plan to use it a lot.

Ron